198,652 Commits over 4,140 Days - 2.00cph!
Hammer: KeyValue copy & paste now properly pastes the spawnflags (and updates the UI)
Shadow proxies for Props folder content
Store AI spawn position as their home position in slot 4 of AIBrain position memory bank.
Added BaseNavigateHome state.
Chase state improvements.
▍█▉▌▇ ▉▋▊▋▅ ▅▍▅▆▅▍ ▊▄▋▆▇▊▇▊▆ ▊▉▅▋ ▆▍▋▍▅▌ ▆▊▄█ ▌▉▅ ▇▇▋▇▆▉▇
▋▋▌▋▊▅ ▇▄▌▉▋▍▉▍ ▉▅▇▍▄▇ ▌▇▉▊▍▋▅ ▆▄▍▍ ▇▄▌▄█▄▄ ▇▍█▆▌▉▊ ▌▍▆▌▅█ ▇▆▅█▇▆▆▌▌ ▍▄▍▍ ▊▇▍ ▊ ▍▄▄ ▇▊▄▌
▉▉▄▍▄▋ ▍█▌█▉▄▌ ▇▊▅▌▅ █▄█▆▌▌
Workcart volume tweaks - hopefully improve players falling out
▇▍▄ ▌▄▅, █▅▅▆█▄▋ ▊▊▌▉▍▉ ▇▋█▉▍▋ █▆▄▇▅▄█ ▍▄▄▄█.
Temp fix for the stack overflow etc problems with work carts spawning in the same spot as others. Will fix this properly tomorrow with the spawners so they don't even attempt to spawn when there's something in the way. The two push force methods also have better handling if there IS a recursive loop detected.
Simplify the too-complex TryFindClearSpaceNear system. Simply destroy work carts that spawn on the track near others
WIP stopping work carts from spawning right where other work carts are. Try to find a clear space further down the track
- Fixed headlights not showing up when loading a demo with a train running (caused by OnFlagsChanged not being called on load)
- Fixed engine sound not playing in the same situation(caused by TrainEngineAudio bug)
Increase raycast distance when finding elevator connections (150->200), some elevator shafts were so tall that they weren't properly connecting
Increased static elevator speed (2.5 -> 3.5)
S2P
wrap NPC navmesh error under developer 1
workcart barricade damage sound
workcart sound volume tweaks
Fix for NRE in buoyancy script
fixed oilrig navmesh being cut off due to AABB
properly wait until all navmeshes are built before spawning NPCs
higher budget for coverdistance calculation shortly after a navmesh was completed
store longer cover distances (40m instead of 20m)
move exfil points from CH47Scientist to side of hull instead of on blades (???)
snap HumanNPC NavAgents to HumanNPC navmesh instead of "Walkable"
Update NPC position outside of think budget ( fixes stationary npcs during low server fps)
zero'ed transform offsets on lootcrate prefabs for the gizmo preview to be correct again
Junkyard - more splat work
Re-enabled green card puzzle
Loot spawns - Terrain Blend map
Localize the "Failed to find any models for this addon" message and do not allow trying to open floating .gmas on workshop through Spawnmenu
Maintain nicer sorting for numbers in DListView column sorting
Added lua_dumpfonts(_menu) for debugging
Removed my old temporary work cart damage effects
Added separate FX slot for temporary engine trouble
Increased work cart damage effect thresholds to 60/40/20
Made monument signs facing the tracks slightly larger and more readable
Increased viewi distance on procedural monument name text
Completely disable rain / snow particle effects inside train tunnel environment volumes
Do not try to load the flushed models immediately after flushing them on map disconnect, this does not work for map embedded models which do not exist after disconnecting from a map
protocol++ too many mismatched bug reports
reduced tunnel dweller ammo loot, reduced milcrate chance from tunnel dwellings, reduced crate chance to 1-3 instead of 2-3 for tunnel lootStrips
▊▌▉ ▄▆ ▄▌▉▇ ▍▍▄ ▍▄▅█▇▌▅ ▄█▍▆▋▇▄▍▄▅, ▌▋ ▍▌▊▌ ▊ ▍▆▅▋█▉ ▄▉▅ ▉▌ ▊█ ▋▌▋▅
max depth/altitude optional value for safe zone triggers
TTT: Fixed an instant reload exploit (Community Contribution)
Fixed PlayerWeaponColor material proxy hack for Super Grav Gun for cases where people override the default gravity gun (Community Contribution)
fix for low distance road cones on train barricade heavy
fix for spawngroups sometimes utilizing full spawnPoints
Fixed z-fighting on train stop pillar bolts
Added some debug info to "%s overflowed reliable buffer" disconnect message
Added "total" count to mat_dump(textures/materials)
Properly remove unmounted (.gma) addon files from internal map so when something tries to access them we don't crash.
Fixed stretched UVs at the bottom of sedan wreck-junkyard variants